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3 changed files with 20 additions and 9 deletions
2
TODO.md
2
TODO.md
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@ -22,11 +22,13 @@ GLES 2.0 specific:
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- [ ] Skinning shader is still broken on VC4
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- [ ] Skinning shader is still broken on VC4
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- [ ] Disappearing background in cutscenes
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- [ ] Disappearing background in cutscenes
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- [ ] HUD still disappearing sometimes
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- [ ] HUD still disappearing sometimes
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- [ ] Huge lag spikes on VC4
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GLES 1.1 specific:
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GLES 1.1 specific:
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- [x] Backport to STLport v4
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- [x] Backport to STLport v4
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- [x] GLES 1.1 engine
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- [x] GLES 1.1 engine
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- [x] Keyboard mappings for both QWERTY/12-keys
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- [x] Keyboard mappings for both QWERTY/12-keys
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- [x] Fix cutscene heads
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- [ ] Use pvrtc compression
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- [ ] Use pvrtc compression
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- [ ] Optimize to always run 10+ fps
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- [ ] Optimize to always run 10+ fps
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- [ ] Fix z-buffer issues (world clips through hud)
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- [ ] Fix z-buffer issues (world clips through hud)
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@ -1448,17 +1448,21 @@ RenderEffects(void)
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CGlass::Render();
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CGlass::Render();
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CWaterCannons::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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CSpecialFX::Render();
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// CShadows::RenderStaticShadows();
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#ifdef RW_GLES1
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// CShadows::RenderStoredShadows();
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CShadows::RenderStaticShadows();
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// CSkidmarks::Render();
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CShadows::RenderStoredShadows();
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// CAntennas::Render();
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CSkidmarks::Render();
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// CRubbish::Render();
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CAntennas::Render();
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// CCoronas::Render();
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CRubbish::Render();
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CCoronas::Render();
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#endif
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CParticle::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CPacManPickups::Render();
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// CWeaponEffects::Render();
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#ifdef RW_GLES1
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// CPointLights::RenderFogEffect();
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CWeaponEffects::Render();
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// CMovingThings::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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#endif
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CRenderer::RenderFirstPersonVehicle();
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CRenderer::RenderFirstPersonVehicle();
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POP_RENDERGROUP();
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POP_RENDERGROUP();
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}
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}
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5
vendor/librw/src/gles1/gl1skin.cpp
vendored
5
vendor/librw/src/gles1/gl1skin.cpp
vendored
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@ -33,6 +33,10 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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InstanceData *inst = header->inst;
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InstanceData *inst = header->inst;
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int32 n = header->numMeshes;
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int32 n = header->numMeshes;
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//test rapido a ver si es la textura
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4f(1,1,1,1);
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while(n--){
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while(n--){
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m = inst->material;
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m = inst->material;
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setMaterial(flags, m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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@ -47,6 +51,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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// skinInstanceCB: igual que defaultInstanceCB, sin pesos/indices
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// skinInstanceCB: igual que defaultInstanceCB, sin pesos/indices
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// porque GLES1 no puede hacer skinning en GPU
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// porque GLES1 no puede hacer skinning en GPU
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// aunque... capaz podemos hacerloc on el PowerVR y las extensiones
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void
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void
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skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
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skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
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{
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{
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